Doom 64 for Doom II

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I thought I would port the first map of Doom 64 to Doom II using stock textures. Of course, some changes had to be made here and there, like some of the more advanced features had to be removed and the secret exit was taken out too. May still be a bug or two that I missed. Don't expect any further Doom 64 maps ported from me.

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It would be cool to see the other maps get done, but what would you do in the cases of the Nightmare Imp, the Mother Demon, and the Unmaker? Maybe use Dehacked, but I'm not sure it'd be advanced enough for the latter two. (Nightmare Imp could just be replaced with normal Imps anyway)

Should also mention I actually ported this, didn't redraw from scratch, so it likely isn't /idgames acceptable. (Unless they don't count Doom 64 as an IWAD)

I'd totally be cool with someone PSX-ifying the map too, if anyone wants to do that. Maybe as an add-on to the PSX Doom mod.

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Yeah, give the Lost Levels guys an excuse to have EVERY. OFFICIAL. LEVEL. in PSX form :p

As for the other bit, the nightmare imp could just be an edit of the nazi, commando, etc, you'd only really need to do slight sprite edits I assume (I have yet to play the game long enough to see them). Motherdemon would need new sprites to match the original art style, as would the Unmaker.

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Cool map! It's a nice, clean design too. I never played Doom 64 (or the PSX version) but the area with the green armor reminds me of another converted map. Someone had converted one (or maybe more) of the PSX levels to Boom format, and I think that long raised ledge was actually a conveyer belt. Maybe the rest of the level was similar too, can't remember. Might still have that PWAD on another machine, but I don't know where I got it from (probably just another forum thread like this one).

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Hehe, I was slightly joking when I said I call MAP02, but if this actually generates interest I'm certainly on board. I really like the direction taken with Switcherdoom! so this would be a nice continuation once that's wrapped up.

Alwaysdoomed said:

Looks pretty cool, though idk why you limit the converted doom64 maps by not using gzdoom or zdoom. The starting room could use the 3d floors on the ceiling.

But I guess thats just minor nitpicking from me.

The idea of a Vanilla-compat D64 mod has always seemed awesome to me. I support the idea of using Dehacked to replace the SS Nazi with a Nightmare Imp, though it should be resprited in Doom2 style to fit the rest of the monsters.

The unmaker and motherdemon would be really tough (impossible?) to get running properly in DOS Doom I'd think, I'd say they're best just left out and replaced with existing monsters/guns.

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I just had a silly thought... We already have a Doom64 Builder, right? How about porting Doom's levels to Doom64 instead of the other way around? Doom64 has some really advanced features, and really doesn't get enough love.

Can Boom do things like spawn items in place? It's not necessary, but key spawning was a big part of (the frustration of) a lot of Doom64's gimmicks. UDMF would probably be the easiest way around these peculiarities, but I'm not sure how many people want to play a whole megawad in ZDoom. Not to mention replicating many of Doom64 would likely require ACS.

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True but now with zdoom and gzdoom you can actually emulate doom64's illusions with real 3d floors.

Of course if the OP would rather do it in vanilla thats cool too.

I'm not sure what the point of attempting a perfect replica like that would be, when Doom 64 EX already exists and does it better than you'd be able to in any other source port. The project described in the thread inevitably invites some more artistic license to work around the inherent limitations.

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Finished the basic layout for The Absolution, need to find out how to get the monsters to spawn in by just crossing a line, or how to get the demon mother to spawn after that, among other things... May have to redo the way the battle works in general. I've also been trying to get the Nightmare Imp running with DeHacked, but I don't know how to get it to not drop anything upon death. (Also, I have it replacing the SS Nazi, but I might replace the Chaingunner instead so it appears on the screen at the end showing all the monsters that are in the game. (The Mother Demon, if someone can manage to make it work, would replace the Spider Mastermind)

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Anyway, giving it some thought, Hectic can sort of work. The start room is evil as we all know, and relied on all kinds of unvanilla tricks. The soulsphere can be simplified with a linedef that lowers you, then a second that kills you, and the spontaneous gibbing trap can be a simple Last Call style telefrag trap. For the yellow key(?) arrows, maybe teleporting exploding barrels?

If the target is complete vanilla, Hectic will have to be map 31, with 32 being one of the special maps, ideally the most unique of them. The other secret and special maps would need to be inserted into the regular maps.

I think its most creative to do it for vanilla, a "What if Doom 64 was the third PC IWAD?" kind of thing. Keeping all of its tricks comes too close to what D64EX offers.

Regardless of how this goes, I'm behind it, D64 needs much more exposure and support.